755 lines
24 KiB
Rust
755 lines
24 KiB
Rust
#![allow(dead_code)]
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use std::f32::consts::PI as PI_32;
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use glam::Vec4;
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use crate::{
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color::{Color, SpectralSample},
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lerp::{lerp, Lerp},
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math::{clamp, dot, zup_to_vec, Normal, Vector},
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sampling::cosine_sample_hemisphere,
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};
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const INV_PI: f32 = 1.0 / PI_32;
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const H_PI: f32 = PI_32 / 2.0;
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/// A surface closure, specifying a BSDF for a point on a surface.
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#[derive(Debug, Copy, Clone)]
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pub enum SurfaceClosure {
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// Normal surface closures.
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Lambert(Color),
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GGX {
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color: Color,
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roughness: f32,
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fresnel: f32, // [0.0, 1.0] determines how much fresnel reflection comes into play
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},
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// Special closures that need special handling by the renderer.
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Emit(Color),
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}
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use self::SurfaceClosure::*;
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/// Note when implementing new BSDFs: both the the color filter and pdf returned from
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/// `sample()` and `evaluate()` should be identical for the same parameters and outgoing
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/// light direction.
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impl SurfaceClosure {
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/// Returns whether the closure has a delta distribution or not.
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pub fn is_delta(&self) -> bool {
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match *self {
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Lambert(_) => false,
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GGX { roughness, .. } => roughness == 0.0,
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Emit(_) => false,
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}
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}
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/// Given an incoming ray and sample values, generates an outgoing ray and
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/// color filter.
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///
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/// inc: Incoming light direction.
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/// nor: The shading surface normal at the surface point.
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/// nor_g: The geometric surface normal at the surface point.
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/// uv: The sampling values.
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/// wavelength: Hero wavelength to generate the color filter for.
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///
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/// Returns a tuple with the generated outgoing light direction, color filter, and pdf.
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pub fn sample(
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&self,
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inc: Vector,
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nor: Normal,
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nor_g: Normal,
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uv: (f32, f32),
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wavelength: f32,
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) -> (Vector, SpectralSample, f32) {
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match *self {
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Lambert(color) => lambert_closure::sample(color, inc, nor, nor_g, uv, wavelength),
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GGX {
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color,
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roughness,
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fresnel,
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} => ggx_closure::sample(color, roughness, fresnel, inc, nor, nor_g, uv, wavelength),
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Emit(color) => emit_closure::sample(color, inc, nor, nor_g, uv, wavelength),
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}
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}
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/// Evaluates the closure for the given incoming and outgoing rays.
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///
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/// inc: The incoming light direction.
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/// out: The outgoing light direction.
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/// nor: The shading surface normal at the surface point.
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/// nor_g: The geometric surface normal at the surface point.
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/// wavelength: Hero wavelength to generate the color filter for.
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///
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/// Returns the resulting filter color and pdf of if this had been generated
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/// by `sample()`.
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pub fn evaluate(
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&self,
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inc: Vector,
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out: Vector,
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nor: Normal,
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nor_g: Normal,
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wavelength: f32,
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) -> (SpectralSample, f32) {
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match *self {
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Lambert(color) => lambert_closure::evaluate(color, inc, out, nor, nor_g, wavelength),
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GGX {
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color,
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roughness,
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fresnel,
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} => ggx_closure::evaluate(color, roughness, fresnel, inc, out, nor, nor_g, wavelength),
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Emit(color) => emit_closure::evaluate(color, inc, out, nor, nor_g, wavelength),
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}
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}
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/// Returns an estimate of the sum total energy that evaluate() would return
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/// when integrated over a spherical light source with a center at relative
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/// position 'to_light_center' and squared radius 'light_radius_squared'.
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/// This is used for importance sampling, so does not need to be exact,
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/// but it does need to be non-zero anywhere that an exact solution would
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/// be non-zero.
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pub fn estimate_eval_over_sphere_light(
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&self,
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inc: Vector,
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to_light_center: Vector,
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light_radius_squared: f32,
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nor: Normal,
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nor_g: Normal,
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) -> f32 {
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match *self {
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Lambert(color) => lambert_closure::estimate_eval_over_sphere_light(
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color,
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inc,
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to_light_center,
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light_radius_squared,
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nor,
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nor_g,
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),
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GGX {
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color,
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roughness,
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fresnel,
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} => ggx_closure::estimate_eval_over_sphere_light(
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color,
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roughness,
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fresnel,
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inc,
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to_light_center,
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light_radius_squared,
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nor,
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nor_g,
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),
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Emit(color) => emit_closure::estimate_eval_over_sphere_light(
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color,
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inc,
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to_light_center,
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light_radius_squared,
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nor,
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nor_g,
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),
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}
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}
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/// Returns the post-compression size of this closure.
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pub fn compressed_size(&self) -> usize {
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1 + match *self {
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Lambert(color) => color.compressed_size(),
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GGX { color, .. } => {
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2 // Roughness
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+ 2 // Fresnel
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+ color.compressed_size() // Color
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}
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Emit(color) => color.compressed_size(),
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}
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}
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/// Writes the compressed form of this closure to `out_data`.
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///
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/// `out_data` must be at least `compressed_size()` bytes long, otherwise
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/// this method will panic.
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///
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/// Returns the number of bytes written.
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pub fn write_compressed(&self, out_data: &mut [u8]) -> usize {
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match *self {
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Lambert(color) => {
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out_data[0] = 0; // Discriminant
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color.write_compressed(&mut out_data[1..]);
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}
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GGX {
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color,
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roughness,
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fresnel,
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} => {
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out_data[0] = 1; // Discriminant
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// Roughness and fresnel (we write these first because they are
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// constant-size, whereas the color is variable-size, so this
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// makes things a little easier).
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let rgh =
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((roughness.max(0.0).min(1.0) * std::u16::MAX as f32) as u16).to_le_bytes();
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let frs = ((fresnel.max(0.0).min(1.0) * std::u16::MAX as f32) as u16).to_le_bytes();
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out_data[1] = rgh[0];
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out_data[2] = rgh[1];
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out_data[3] = frs[0];
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out_data[4] = frs[1];
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// Color
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color.write_compressed(&mut out_data[5..]); // Color
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}
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Emit(color) => {
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out_data[0] = 2; // Discriminant
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color.write_compressed(&mut out_data[1..]);
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}
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}
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self.compressed_size()
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}
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/// Constructs a SurfaceClosure from compressed closure data, and also
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/// returns the number of bytes consumed from `in_data`.
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pub fn from_compressed(in_data: &[u8]) -> (SurfaceClosure, usize) {
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match in_data[0] {
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0 => {
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// Lambert
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let (col, size) = Color::from_compressed(&in_data[1..]);
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(SurfaceClosure::Lambert(col), 1 + size)
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}
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1 => {
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// GGX
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let mut rgh = [0u8; 2];
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let mut frs = [0u8; 2];
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rgh[0] = in_data[1];
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rgh[1] = in_data[2];
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frs[0] = in_data[3];
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frs[1] = in_data[4];
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let rgh = u16::from_le_bytes(rgh) as f32 * (1.0 / std::u16::MAX as f32);
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let frs = u16::from_le_bytes(frs) as f32 * (1.0 / std::u16::MAX as f32);
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let (col, size) = Color::from_compressed(&in_data[5..]);
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(
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SurfaceClosure::GGX {
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color: col,
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roughness: rgh,
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fresnel: frs,
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},
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5 + size,
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)
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}
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2 => {
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// Emit
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let (col, size) = Color::from_compressed(&in_data[1..]);
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(SurfaceClosure::Emit(col), 1 + size)
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}
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_ => unreachable!(),
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}
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}
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}
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impl Lerp for SurfaceClosure {
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fn lerp(self, other: SurfaceClosure, alpha: f32) -> SurfaceClosure {
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match (self, other) {
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(Lambert(col1), Lambert(col2)) => Lambert(lerp(col1, col2, alpha)),
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(
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GGX {
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color: col1,
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roughness: rgh1,
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fresnel: frs1,
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},
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GGX {
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color: col2,
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roughness: rgh2,
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fresnel: frs2,
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},
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) => GGX {
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color: lerp(col1, col2, alpha),
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roughness: lerp(rgh1, rgh2, alpha),
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fresnel: lerp(frs1, frs2, alpha),
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},
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(Emit(col1), Emit(col2)) => Emit(lerp(col1, col2, alpha)),
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_ => panic!("Cannot lerp between different surface closure types."),
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}
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}
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}
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/// Lambert closure code.
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mod lambert_closure {
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use super::*;
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pub fn sample(
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color: Color,
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inc: Vector,
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nor: Normal,
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nor_g: Normal,
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uv: (f32, f32),
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wavelength: f32,
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) -> (Vector, SpectralSample, f32) {
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let (nn, flipped_nor_g) = if dot(nor_g.into_vector(), inc) <= 0.0 {
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(nor.normalized().into_vector(), nor_g.into_vector())
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} else {
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(-nor.normalized().into_vector(), -nor_g.into_vector())
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};
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// Generate a random ray direction in the hemisphere
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// of the shading surface normal.
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let dir = cosine_sample_hemisphere(uv.0, uv.1);
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let pdf = dir.z() * INV_PI;
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let out = zup_to_vec(dir, nn);
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// Make sure it's not on the wrong side of the geometric normal.
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if dot(flipped_nor_g, out) >= 0.0 {
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(out, color.to_spectral_sample(wavelength) * pdf, pdf)
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} else {
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(out, SpectralSample::new(0.0), 0.0)
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}
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}
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pub fn evaluate(
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color: Color,
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inc: Vector,
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out: Vector,
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nor: Normal,
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nor_g: Normal,
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wavelength: f32,
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) -> (SpectralSample, f32) {
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let (nn, flipped_nor_g) = if dot(nor_g.into_vector(), inc) <= 0.0 {
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(nor.normalized().into_vector(), nor_g.into_vector())
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} else {
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(-nor.normalized().into_vector(), -nor_g.into_vector())
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};
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if dot(flipped_nor_g, out) >= 0.0 {
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let fac = dot(nn, out.normalized()).max(0.0) * INV_PI;
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(color.to_spectral_sample(wavelength) * fac, fac)
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} else {
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(SpectralSample::new(0.0), 0.0)
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}
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}
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pub fn estimate_eval_over_sphere_light(
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_color: Color,
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inc: Vector,
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to_light_center: Vector,
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light_radius_squared: f32,
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nor: Normal,
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nor_g: Normal,
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) -> f32 {
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let _ = nor_g; // Not using this, silence warning
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// Analytically calculates lambert shading from a uniform light source
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// subtending a circular solid angle.
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// Only works for solid angle subtending equal to or less than a hemisphere.
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//
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// Formula taken from "Area Light Sources for Real-Time Graphics"
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// by John M. Snyder
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fn sphere_lambert(nlcos: f32, rcos: f32) -> f32 {
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assert!(nlcos >= -1.0 && nlcos <= 1.0);
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assert!(rcos >= 0.0 && rcos <= 1.0);
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let nlsin: f32 = (1.0 - (nlcos * nlcos)).sqrt();
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let rsin2: f32 = 1.0 - (rcos * rcos);
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let rsin: f32 = rsin2.sqrt();
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let ysin: f32 = rcos / nlsin;
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let ycos2: f32 = 1.0 - (ysin * ysin);
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let ycos: f32 = ycos2.sqrt();
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let g: f32 = (-2.0 * nlsin * rcos * ycos) + H_PI - ysin.asin() + (ysin * ycos);
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let h: f32 = nlcos * ((ycos * (rsin2 - ycos2).sqrt()) + (rsin2 * (ycos / rsin).asin()));
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let nl: f32 = nlcos.acos();
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let r: f32 = rcos.acos();
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if nl < (H_PI - r) {
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nlcos * rsin2
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} else if nl < H_PI {
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(nlcos * rsin2) + g - h
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} else if nl < (H_PI + r) {
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(g + h) * INV_PI
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} else {
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0.0
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}
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}
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let dist2 = to_light_center.length2();
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if dist2 <= light_radius_squared {
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return (light_radius_squared / dist2).min(4.0);
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} else {
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let sin_theta_max2 = (light_radius_squared / dist2).min(1.0);
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let cos_theta_max = (1.0 - sin_theta_max2).sqrt();
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let v = to_light_center.normalized();
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let nn = if dot(nor_g.into_vector(), inc) <= 0.0 {
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nor.normalized()
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} else {
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-nor.normalized()
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}
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.into_vector();
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let cos_nv = dot(nn, v).max(-1.0).min(1.0);
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// Alt implementation from the SPI paper.
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// Worse sampling, but here for reference.
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// {
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// let nl_ang = cos_nv.acos();
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// let rad_ang = cos_theta_max.acos();
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// let min_ang = (nl_ang - rad_ang).max(0.0);
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// let lamb = min_ang.cos().max(0.0);
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// return lamb / dist2;
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// }
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return sphere_lambert(cos_nv, cos_theta_max);
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}
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}
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}
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mod ggx_closure {
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use super::*;
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// Makes sure values are in a valid range
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pub fn validate(roughness: f32, fresnel: f32) {
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debug_assert!(fresnel >= 0.0 && fresnel <= 1.0);
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debug_assert!(roughness >= 0.0 && roughness <= 1.0);
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}
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pub fn sample(
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col: Color,
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roughness: f32,
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fresnel: f32,
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inc: Vector,
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nor: Normal,
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nor_g: Normal,
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uv: (f32, f32),
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wavelength: f32,
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) -> (Vector, SpectralSample, f32) {
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// Get normalized surface normal
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let (nn, flipped_nor_g) = if dot(nor_g.into_vector(), inc) <= 0.0 {
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(nor.normalized().into_vector(), nor_g.into_vector())
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} else {
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(-nor.normalized().into_vector(), -nor_g.into_vector())
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};
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// Generate a random ray direction in the hemisphere
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// of the surface.
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let theta_cos = half_theta_sample(uv.0, roughness);
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let theta_sin = (1.0 - (theta_cos * theta_cos)).sqrt();
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let angle = uv.1 * PI_32 * 2.0;
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let mut half_dir = Vector::new(angle.cos() * theta_sin, angle.sin() * theta_sin, theta_cos);
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half_dir = zup_to_vec(half_dir, nn).normalized();
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let out = inc - (half_dir * 2.0 * dot(inc, half_dir));
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// Make sure it's not on the wrong side of the geometric normal.
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if dot(flipped_nor_g, out) >= 0.0 {
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let (filter, pdf) = evaluate(col, roughness, fresnel, inc, out, nor, nor_g, wavelength);
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(out, filter, pdf)
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} else {
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(out, SpectralSample::new(0.0), 0.0)
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}
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}
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pub fn evaluate(
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col: Color,
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roughness: f32,
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fresnel: f32,
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inc: Vector,
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out: Vector,
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nor: Normal,
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nor_g: Normal,
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wavelength: f32,
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) -> (SpectralSample, f32) {
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// Calculate needed vectors, normalized
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let aa = -inc.normalized(); // Vector pointing to where "in" came from
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let bb = out.normalized(); // Out
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let hh = (aa + bb).normalized(); // Half-way between aa and bb
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// Surface normal
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let (nn, flipped_nor_g) = if dot(nor_g.into_vector(), inc) <= 0.0 {
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(nor.normalized().into_vector(), nor_g.into_vector())
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} else {
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(-nor.normalized().into_vector(), -nor_g.into_vector())
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};
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// Make sure everything's on the correct side of the surface
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if dot(nn, aa) < 0.0 || dot(nn, bb) < 0.0 || dot(flipped_nor_g, bb) < 0.0 {
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return (SpectralSample::new(0.0), 0.0);
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}
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// Calculate needed dot products
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let na = clamp(dot(nn, aa), -1.0, 1.0);
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let nb = clamp(dot(nn, bb), -1.0, 1.0);
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let ha = clamp(dot(hh, aa), -1.0, 1.0);
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let hb = clamp(dot(hh, bb), -1.0, 1.0);
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let nh = clamp(dot(nn, hh), -1.0, 1.0);
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// Calculate F - Fresnel
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let col_f = {
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let spectrum_sample = col.to_spectral_sample(wavelength);
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let rev_fresnel = 1.0 - fresnel;
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let c0 = lerp(
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schlick_fresnel_from_fac(spectrum_sample.e.x(), hb),
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spectrum_sample.e.x(),
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rev_fresnel,
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);
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let c1 = lerp(
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schlick_fresnel_from_fac(spectrum_sample.e.y(), hb),
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spectrum_sample.e.y(),
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rev_fresnel,
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);
|
|
let c2 = lerp(
|
|
schlick_fresnel_from_fac(spectrum_sample.e.z(), hb),
|
|
spectrum_sample.e.z(),
|
|
rev_fresnel,
|
|
);
|
|
let c3 = lerp(
|
|
schlick_fresnel_from_fac(spectrum_sample.e.w(), hb),
|
|
spectrum_sample.e.w(),
|
|
rev_fresnel,
|
|
);
|
|
|
|
SpectralSample::from_parts(Vec4::new(c0, c1, c2, c3), wavelength)
|
|
};
|
|
|
|
// Calculate everything else
|
|
if roughness == 0.0 {
|
|
// If sharp mirror, just return col * fresnel factor
|
|
return (col_f, 0.0);
|
|
} else {
|
|
// Calculate D - Distribution
|
|
let dist = ggx_d(nh, roughness) / na;
|
|
|
|
// Calculate G1 and G2- Geometric microfacet shadowing
|
|
let g1 = ggx_g(ha, na, roughness);
|
|
let g2 = ggx_g(hb, nb, roughness);
|
|
|
|
// Final result
|
|
(col_f * (dist * g1 * g2) * INV_PI, dist * INV_PI)
|
|
}
|
|
}
|
|
|
|
pub fn estimate_eval_over_sphere_light(
|
|
_col: Color,
|
|
roughness: f32,
|
|
_fresnel: f32,
|
|
inc: Vector,
|
|
to_light_center: Vector,
|
|
light_radius_squared: f32,
|
|
nor: Normal,
|
|
nor_g: Normal,
|
|
) -> f32 {
|
|
// TODO: all of the stuff in this function is horribly hacky.
|
|
// Find a proper way to approximate the light contribution from a
|
|
// solid angle.
|
|
|
|
let _ = nor_g; // Not using this, silence warning
|
|
|
|
let dist2 = to_light_center.length2();
|
|
let sin_theta_max2 = (light_radius_squared / dist2).min(1.0);
|
|
let cos_theta_max = (1.0 - sin_theta_max2).sqrt();
|
|
|
|
assert!(cos_theta_max >= -1.0);
|
|
assert!(cos_theta_max <= 1.0);
|
|
|
|
// Surface normal
|
|
let nn = if dot(nor.into_vector(), inc) < 0.0 {
|
|
nor.normalized()
|
|
} else {
|
|
-nor.normalized() // If back-facing, flip normal
|
|
}
|
|
.into_vector();
|
|
|
|
let aa = -inc.normalized(); // Vector pointing to where "in" came from
|
|
let bb = to_light_center.normalized(); // Out
|
|
|
|
// Brute-force method
|
|
//let mut fac = 0.0;
|
|
//const N: usize = 256;
|
|
//for i in 0..N {
|
|
// let uu = Halton::sample(0, i);
|
|
// let vv = Halton::sample(1, i);
|
|
// let mut samp = uniform_sample_cone(uu, vv, cos_theta_max);
|
|
// samp = zup_to_vec(samp, bb).normalized();
|
|
// if dot(nn, samp) > 0.0 {
|
|
// let hh = (aa+samp).normalized();
|
|
// fac += ggx_d(dot(nn, hh), roughness);
|
|
// }
|
|
//}
|
|
//fac /= N * N;
|
|
|
|
// Approximate method
|
|
let theta = cos_theta_max.acos();
|
|
let hh = (aa + bb).normalized();
|
|
let nh = clamp(dot(nn, hh), -1.0, 1.0);
|
|
let fac = ggx_d(nh, (1.0f32).min(roughness.sqrt() + (2.0 * theta / PI_32)));
|
|
|
|
fac * (1.0f32).min(1.0 - cos_theta_max) * INV_PI
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
|
|
// Returns the cosine of the half-angle that should be sampled, given
|
|
// a random variable in [0,1]
|
|
fn half_theta_sample(u: f32, rough: f32) -> f32 {
|
|
let rough2 = rough * rough;
|
|
|
|
// Calculate top half of equation
|
|
let top = 1.0 - u;
|
|
|
|
// Calculate bottom half of equation
|
|
let bottom = 1.0 + ((rough2 - 1.0) * u);
|
|
|
|
(top / bottom).sqrt()
|
|
}
|
|
|
|
/// The GGX microfacet distribution function.
|
|
///
|
|
/// nh: cosine of the angle between the surface normal and the microfacet normal.
|
|
fn ggx_d(nh: f32, rough: f32) -> f32 {
|
|
if nh <= 0.0 {
|
|
return 0.0;
|
|
}
|
|
|
|
let rough2 = rough * rough;
|
|
let tmp = 1.0 + ((rough2 - 1.0) * (nh * nh));
|
|
rough2 / (PI_32 * tmp * tmp)
|
|
}
|
|
|
|
/// The GGX Smith shadow-masking function.
|
|
///
|
|
/// vh: cosine of the angle between the view vector and the microfacet normal.
|
|
/// vn: cosine of the angle between the view vector and surface normal.
|
|
fn ggx_g(vh: f32, vn: f32, rough: f32) -> f32 {
|
|
if (vh * vn) <= 0.0 {
|
|
0.0
|
|
} else {
|
|
2.0 / (1.0 + (1.0 + rough * rough * (1.0 - vn * vn) / (vn * vn)).sqrt())
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Emit closure code.
|
|
///
|
|
/// NOTE: this needs to be handled specially by the integrator! It does not
|
|
/// behave like a standard closure!
|
|
mod emit_closure {
|
|
use super::*;
|
|
|
|
pub fn sample(
|
|
color: Color,
|
|
inc: Vector,
|
|
nor: Normal,
|
|
nor_g: Normal,
|
|
uv: (f32, f32),
|
|
wavelength: f32,
|
|
) -> (Vector, SpectralSample, f32) {
|
|
let _ = (inc, nor, nor_g, uv); // Not using these, silence warning
|
|
|
|
(
|
|
Vector::new(0.0, 0.0, 0.0),
|
|
color.to_spectral_sample(wavelength),
|
|
1.0,
|
|
)
|
|
}
|
|
|
|
pub fn evaluate(
|
|
color: Color,
|
|
inc: Vector,
|
|
out: Vector,
|
|
nor: Normal,
|
|
nor_g: Normal,
|
|
wavelength: f32,
|
|
) -> (SpectralSample, f32) {
|
|
let _ = (inc, out, nor, nor_g); // Not using these, silence warning
|
|
|
|
(color.to_spectral_sample(wavelength), 1.0)
|
|
}
|
|
|
|
pub fn estimate_eval_over_sphere_light(
|
|
_color: Color,
|
|
_inc: Vector,
|
|
_to_light_center: Vector,
|
|
_light_radius_squared: f32,
|
|
_nor: Normal,
|
|
_nor_g: Normal,
|
|
) -> f32 {
|
|
// TODO: what to do here?
|
|
unimplemented!()
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
/// Utility function that calculates the fresnel reflection factor of a given
|
|
/// incoming ray against a surface with the given normal-reflectance factor.
|
|
///
|
|
/// `frensel_fac`: The ratio of light reflected back if the ray were to
|
|
/// hit the surface head-on (perpendicular to the surface).
|
|
/// `c`: The cosine of the angle between the incoming light and the
|
|
/// surface's normal. Probably calculated e.g. with a normalized
|
|
/// dot product.
|
|
#[allow(dead_code)]
|
|
fn dielectric_fresnel_from_fac(fresnel_fac: f32, c: f32) -> f32 {
|
|
let tmp1 = fresnel_fac.sqrt() - 1.0;
|
|
|
|
// Protect against divide by zero.
|
|
if tmp1.abs() < 0.000_001 {
|
|
return 1.0;
|
|
}
|
|
|
|
// Find the ior ratio
|
|
let tmp2 = (-2.0 / tmp1) - 1.0;
|
|
let ior_ratio = tmp2 * tmp2;
|
|
|
|
// Calculate fresnel factor
|
|
dielectric_fresnel(ior_ratio, c)
|
|
}
|
|
|
|
/// Schlick's approximation version of `dielectric_fresnel_from_fac()` above.
|
|
#[allow(dead_code)]
|
|
fn schlick_fresnel_from_fac(frensel_fac: f32, c: f32) -> f32 {
|
|
let c1 = 1.0 - c;
|
|
let c2 = c1 * c1;
|
|
frensel_fac + ((1.0 - frensel_fac) * c1 * c2 * c2)
|
|
}
|
|
|
|
/// Utility function that calculates the fresnel reflection factor of a given
|
|
/// incoming ray against a surface with the given ior outside/inside ratio.
|
|
///
|
|
/// `ior_ratio`: The ratio of the outside material ior (probably 1.0 for air)
|
|
/// over the inside ior.
|
|
/// `c`: The cosine of the angle between the incoming light and the
|
|
/// surface's normal. Probably calculated e.g. with a normalized
|
|
/// dot product.
|
|
#[allow(dead_code)]
|
|
fn dielectric_fresnel(ior_ratio: f32, c: f32) -> f32 {
|
|
let g = (ior_ratio - 1.0 + (c * c)).sqrt();
|
|
|
|
let f1 = g - c;
|
|
let f2 = g + c;
|
|
let f3 = (f1 * f1) / (f2 * f2);
|
|
|
|
let f4 = (c * f2) - 1.0;
|
|
let f5 = (c * f1) + 1.0;
|
|
let f6 = 1.0 + ((f4 * f4) / (f5 * f5));
|
|
|
|
0.5 * f3 * f6
|
|
}
|
|
|
|
/// Schlick's approximation of the fresnel reflection factor.
|
|
///
|
|
/// Same interface as `dielectric_fresnel()`, above.
|
|
#[allow(dead_code)]
|
|
fn schlick_fresnel(ior_ratio: f32, c: f32) -> f32 {
|
|
let f1 = (1.0 - ior_ratio) / (1.0 + ior_ratio);
|
|
let f2 = f1 * f1;
|
|
let c1 = 1.0 - c;
|
|
let c2 = c1 * c1;
|
|
|
|
f2 + ((1.0 - f2) * c1 * c2 * c2)
|
|
}
|